語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Game dynamics = best practices in pr...
~
Korn, Oliver.
FindBook
Google Book
Amazon
博客來
Game dynamics = best practices in procedural and dynamic game content generation /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Game dynamics/ edited by Oliver Korn, Newton Lee.
其他題名:
best practices in procedural and dynamic game content generation /
其他作者:
Korn, Oliver.
出版者:
Cham :Springer International Publishing : : 2017.,
面頁冊數:
x, 177 p. :ill., digital ;24 cm.
內容註:
Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.
Contained By:
Springer eBooks
標題:
Video games - Design. -
電子資源:
http://dx.doi.org/10.1007/978-3-319-53088-8
ISBN:
9783319530888
Game dynamics = best practices in procedural and dynamic game content generation /
Game dynamics
best practices in procedural and dynamic game content generation /[electronic resource] :edited by Oliver Korn, Newton Lee. - Cham :Springer International Publishing :2017. - x, 177 p. :ill., digital ;24 cm.
Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
ISBN: 9783319530888
Standard No.: 10.1007/978-3-319-53088-8doiSubjects--Topical Terms:
605183
Video games
--Design.
LC Class. No.: GV1469.3
Dewey Class. No.: 794.81
Game dynamics = best practices in procedural and dynamic game content generation /
LDR
:02647nmm a2200313 a 4500
001
2092573
003
DE-He213
005
20170330124226.0
006
m d
007
cr nn 008maaau
008
171117s2017 gw s 0 eng d
020
$a
9783319530888
$q
(electronic bk.)
020
$a
9783319530871
$q
(paper)
024
7
$a
10.1007/978-3-319-53088-8
$2
doi
035
$a
978-3-319-53088-8
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
GV1469.3
072
7
$a
UYZG
$2
bicssc
072
7
$a
COM070000
$2
bisacsh
082
0 4
$a
794.81
$2
23
090
$a
GV1469.3
$b
.G192 2017
245
0 0
$a
Game dynamics
$h
[electronic resource] :
$b
best practices in procedural and dynamic game content generation /
$c
edited by Oliver Korn, Newton Lee.
260
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2017.
300
$a
x, 177 p. :
$b
ill., digital ;
$c
24 cm.
505
0
$a
Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms.
520
$a
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player's real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.
650
0
$a
Video games
$x
Design.
$3
605183
650
0
$a
Electronic games
$x
Programming.
$3
2145961
650
1 4
$a
Computer Science.
$3
626642
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
650
2 4
$a
Computational Intelligence.
$3
1001631
650
2 4
$a
Computer Appl. in Arts and Humanities.
$3
893086
700
1
$a
Korn, Oliver.
$3
3226543
700
1
$a
Lee, Newton.
$3
2062548
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer eBooks
856
4 0
$u
http://dx.doi.org/10.1007/978-3-319-53088-8
950
$a
Computer Science (Springer-11645)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9316947
電子資源
11.線上閱覽_V
電子書
EB GV1469.3
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入